Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
7th Panzer halted at the gates
Author Brett Nicholson
Method Solo
Victor Soviet Union
Play Date 2014-05-05
Language English
Scenario EFDx030

This scenario played out basically the same as the historical conclusion with the 7th Panzer Division failing to get a secure foothold on the larger town (presumedly Senno) on map 2. In order for the Germans to have been able to win this one they would have had to of taken control of 8 of the 20 larger town hexes under Soviet control; by the end of it all only three of the required town hexes were contested -none under German control. The Soviets were able to deploy a solid line of defense of the western face of the town with HMG and INF units in the center and armored units covering the north and south flanks. The eastern portion of the town was just barely occupied with remaining forces in the center able to quickly fill in any attempts to attack from the rear. Behind the town 82mm mortars were set up on 40m part of the hill overlooking the town with 45mm AT guns on the lower hills as a last line of defense. Time was on the side of the Soviets in this engagement with just 20 turns and without a continuous east-west road available it took a good 5 turns just for the Germans to make DF contact with the Soviet defenders which only left 15 turns for Germany to attempt an assault on the town. There wasn't much time to casually weaken the defenses before getting into close-quartered fighting and as soon as the Germans rushed in Soviet opportunity fire had make a disrupted and demoralized mess of the German leadership and foot-units. The Germans fared much better in the armored engagements with an average of 3 Soviet armored steps eliminated to every German one but the tank battle took up a lot of time before most of the Soviet tanks were dispatched. Ultimately, German armored and foot units were kept disorganized and separated for the duration of the battle. Soon the bulk of the German foot-units were able to rally enough to make a decent push for the western edge of the town but at that crucial moment the German Major was cut-down by opportunity fire. The catastrophic loss resulted in further delaying the attack so that the first actual urban assault did not take place until 10:00/turn 13. With so much time lost already it was almost certain that Germany would not meet their VCs but the attack was followed through regardless. The remainder of the battle went from bad to worse for 7th Panzer Division and every time one of the contested town hexes came close to falling under their control a Soviet unit was able to rally or reinforce just in time to keep control of the hex contested. Losses were high for both sides but German foot-unit losses were 2 to every Soviet one and that was the deciding factor. Even if the three contested town hexes did eventually fall under German control there wouldn't of been much left to carry on with afterwards. I think the German player just has to be very lucky on their initial advance in sustaining casualties and perhaps not get too bogged down or distracted by Soviet armor; at least saving half the Pz38ts for infantry support. All the tank battle here managed to do was fill town hexes with a ton of wreck markers which in turn prohibited the panzers from easily moving into them before Soviet foot units were able to reoccupy them. There was plenty of action in this one and still gets a "3" rating out of me but by midway through knew the Soviets were going to bag the victory. I think this one will provide a good challenge to even the most seasoned and battle-hardened axis player though as the Germans have just barely enough time and resources to get the job done with little room for error.

4 Comments
2014-05-05 12:17

I lost this one with the Axis to Wayne in our early days of PG. We thought it was a very exciting scenario.

(edited 2014-05-05 16:54)

I read both of your AARS and believe I would of enjoyed a lot more as a shared match as there is no shortage of action. The Soviets have to stay on the move, almost as much as the Germans, as the town is too large for the defenders to just simply remain static. I have a lot of work to do managing large urban assaults after so many desert battles!

2014-05-05 16:43

In fact my first win over Herr Hughes however he got closer to a win than your Germans seemed to have done Brett

2014-05-05 17:02

Indeed Wayne, My Germans were losing steam and mostly spent before they could manage a decent assault on the town. Losing their Major mid-game didn't do much for the overall morale either!

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